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Vehicles - Version 12 vs Version 13
Aug 26, 2026, 01:40 PM
Removed a base-building screenshot that did not show any vehicle
Aug 26, 2026, 01:41 PM
Corrected a misquoted patch note reason for the October 2024 vehicle removal and dropped an unsupported claim that the removal was temporary
11Overview2233Vehicles in Rooted are classified as mid-game gameplay elements, meaning players unlock access to them as they progress beyond the initial survival phase. Given how far apart the game's points of interest sit, vehicles play an important role in exploration and resource logistics.4455Vehicle Types6677VehiclePrimary functionDetailsAlpha CarFast explorationA special vehicle designed for rapid traversal of the open world.ForkliftHeavy object manipulationPhysics-based vehicle used to access hard-to-reach areas and move heavy objects. Useful for clearing obstacles and reaching elevated positions.CartsResource transportHauling vehicles for transporting gathered resources between locations and back to base.ZiplinesRapid descentTraversal system for quick downhill movement. Confirmed to support descent.SledsResource managementUsed alongside racks for organizing and transporting resources.88Vehicle History9910-Vehicles were temporarily removed in patch v0.0.2.115 (October 2024) with the stated reason being "for immersion." They were later reintroduced in subsequent updates after further development and refinement.10+Several vehicles were taken off the map in patch v0.0.2.115 in October 2024. The patch note gave enhanced immersion as the reason, saying the removal was meant to deepen the post-apocalyptic atmosphere. Vehicle work resumed in later updates, and the roadmap now records the Alpha Car, drones, drone landing pads and ziplines as completed.11111212Gameplay Role13131414Because vehicles are mid-game content, early gameplay focuses on exploration on foot. As players establish bases, gather resources through salvaging, and craft the necessary components, vehicles become available to expand their reach across the map. This progression creates a natural expansion of the player's operational range over time.15151616Recovery and Repair17171818Most vehicles enter the game as derelicts pulled from pre-war remnants scattered across the map. Recovery follows the salvage loop: locate the chassis, return with the right tools, and either field-strip it for parts or restore it for use. Restoration costs scale with the vehicle class. The studio has not published the specific parts or fuel items a restoration consumes.19192020Fuel and Power21212222Power consumption matters once a vehicle is mobile. The studio has a unified vehicle framework in progress that gives boats, ground transport, and future aircraft a single tuning surface for damage, fuel, and handling, so fuel is handled as one shared model rather than per vehicle. No fuel or battery item has been named publicly yet. Separate resources tie into the broader electricity and automation systems that power workshops and base utilities back home.23232424VehiclePower SourceNotesAlpha CarNot publishedRefit needed; flip-view camera improves recovery from rough terrain.ForkliftNot publishedDedicated pilot pose; physics-based handling for heavy lifts.CartsPushedNo power source; pair with vehicles or sleds for chain logistics.SledsPushedResource transport, especially for slabs and planks racks.ZiplinesStaticPlayer-built or pre-existing; one-way descent only.2525Build History26262727Vehicles have moved through the Alpha alongside engine and survival changes:282829-BuildDateVehicle-related changev0.0.2.115October 2024Vehicles temporarily removed for immersion review.Mid-Alpha 22025Vehicles reintroduced with revised handling and bug fixes.v0.0.2.319October 2025Engine migrated to Unreal Engine 5.6; vehicle visuals and physics retuned.v0.0.2.355December 2025Cheat menu added to assist tester movement around vehicle features.v0.0.2.362December 2025Hotfix improved distant terrain loading affecting long drives.29+BuildDateVehicle-related changev0.0.2.115October 2024Several vehicles removed from the map to deepen the atmosphere.Mid-Alpha 22025Vehicles reintroduced with revised handling and bug fixes.v0.0.2.319October 2025Engine migrated to Unreal Engine 5.6; vehicle visuals and physics retuned.v0.0.2.355December 2025Cheat menu added to assist tester movement around vehicle features.v0.0.2.362December 2025Hotfix improved distant terrain loading affecting long drives.3030Traversal and Logistics31313232Because the world stretches across forest, villages, and contaminated city, vehicles change how players plan a run. Long salvage routes through the city benefit from carrying capacity; ziplines and sleds smooth out short repeat trips between a forward outpost and the main base. Carts pair well with mid-game scavenging in safer zones, while higher-tier vehicles open up routes that would otherwise be punishing on foot.33333434Unified Vehicle Architecture (In Development)35353636Headlight Studio is rebuilding vehicles on a single architecture meant to carry every kind of vehicle, not just one type. This work is in development and not yet in the public build. A vehicle is described entirely in data, so its medium, its parts and their hit points, how it moves, and how it tunes all live in a data asset rather than in code.37373838Design PillarDetailOne core for every typeThe same core drives vehicles across land, water, air, and underwater, whether driven from a seat or piloted remotely. New types slot onto the shared core.Built from capabilitiesA vehicle is assembled from composable parts. Storage is the first concrete one (a boat hold, a cargo tray, a saddlebag pair) using the same weight and volume rules as a survivor's pockets; lights and sensors attach the same way.Type-aware damageEach vehicle ships its own damage profile, so an EMP hit fries electronics and power, fire favours the fuel tank, and ballistic rounds hammer the hull.PersistenceA world-placed vehicle keeps its position, its damage, and its power across save and reload, even when the level around it streams back in.Modding-readyBecause a vehicle and its capabilities are data, a new vehicle or a new behaviour can be authored without touching code.3939The first concrete vehicle on the new architecture is a motorboat, authored and driving end to end against the data and save path with a placeholder mesh and test tuning. The mesh, sound, and balance for it and the other vehicle types are content layered on top of the foundation. The current alpha vehicles listed above predate this rework; the roster will be rebuilt on the new core as it matures.40404141Status42424343Vehicles are implemented in the current build. The roster, control feel, and power economy continue to iterate through Phase 3, and any in-game items here are subject to balance changes as the project approaches Early Access in 2027.44444545Co-op Vehicle Roles (In Development)46464747A June 2026 update expanded the in-development vehicle rework with multi-seat co-op roles, shown as work in progress rather than part of the current build. A vehicle is described as data, including its seats and the role attached to each, so a second player can ride along as a passenger with their own seat instead of only driving.48484949A joining player can take the wheel, steer, and step off cleanly, and when the driver leaves, the seat releases and the craft coasts to a stop rather than locking up. The team has shown this on a co-op boat. These behaviors are confirmed development direction and have not reached the public build.50505151Traversal Systems On The Public Roadmap52525353Vehicles are only part of how survivors cover ground. The studio's public roadmap groups them with a wider exploration and travel category, and several of its completed cards describe movement options that work alongside driving rather than competing with it.54545555SystemStatusWhat it doesAlpha CarCompletedLogged on the roadmap as a five-seat ground vehicle, which matches the six-player session cap closely enough to move most of a squad in one trip.ZiplinesCompletedRapid one-way descents between fixed anchor points, useful for getting off high ground quickly.Climbing systemCompletedLets survivors gain height directly rather than routing around obstacles.Swimming and divingCompletedOpens water as a traversal surface and underlines why lakes and a rowboat sit in the planned column.Pilotable dronesCompletedRemote-controlled scouting, with dedicated drone landing pads logged as a separate completed card.Signal beacons with detectorCompletedPlaced markers plus a detector, giving squads a way to navigate back to caches and rally points.Unified vehicle frameworkIn progressA single tuning surface where boats, ground transport, and future aircraft share damage, fuel, and handling models.Drone modular componentsIn progressSwappable hull, rotor, optics, and battery modules with wear tracked per component, so a drone can be tuned for recon, combat, or transport.RowboatPlannedLake navigation, queued behind the lakes themselves.5656The unified framework card is the one to watch. Rather than adding vehicles one at a time with bespoke handling, the studio is building a shared model first so new vehicle types can be added as the world grows. That is consistent with the single data-driven vehicle architecture spanning land, water, and air that the full-production announcement described in May 2026.